[go: up one dir, main page]

Menu

[2d94f2]: / body / Suspension.cpp  Maximize  Restore  History

Download this file

216 lines (189 with data), 7.4 kB

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
// The suspension component for a wheel.
//
// Copyright (C) 2001-2019 Sam Varner
//
// This file is part of Vamos Automotive Simulator.
//
// Vamos is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vamos is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Vamos. If not, see <http://www.gnu.org/licenses/>.
#include "Suspension.hpp"
#include "../geometry/Constants.hpp"
#include "../geometry/Numeric.hpp"
#include "../media/Ac3d.hpp"
#include <cassert>
using namespace Vamos_Body;
using namespace Vamos_Geometry;
// Note that all angles are stored as right-hand rotations. As a result, m_caster for a
// wheel on the right side of the car follows the common convention that positive camber
// means that the wheel leans away from the centerline. For the wheel on the left,
// m_caster is contrary to convention.
Hinge::Hinge(const Three_Vector& position, const Frame* parent)
: Particle(0.0, position, parent)
{}
void Hinge::input(const Three_Vector& torque, const Three_Vector& radius)
{
set_force(torque.magnitude() / radius.magnitude() * (torque.cross(radius).unit()));
}
//----------------------------------------------------------------------------------------
Suspension::Suspension(const Three_Vector& pos, const Three_Vector& center_of_translation,
Direction side_of_car, double spring_constant, double bounce, double rebound,
double travel, double max_compression_velocity, const Frame* parent)
: Particle(0.0, pos, parent),
mp_hinge(new Hinge(center_of_translation)),
m_radius(center_of_translation - pos),
m_initial_radius(m_radius),
m_radius_magnitude(m_radius.magnitude()),
m_initial_z(pos.z),
m_spring_constant(spring_constant),
m_bounce(bounce),
m_rebound(rebound),
m_travel(travel),
m_max_compression_velocity(max_compression_velocity),
m_side(side_of_car),
m_hinge_axis(m_radius.cross(Three_Vector::Z).unit())
{}
void Suspension::anti_roll(Suspension* other, double spring_constant)
{
m_anti_roll_suspension = other;
m_anti_roll_k = spring_constant;
m_anti_roll_suspension->m_anti_roll_suspension = this;
m_anti_roll_suspension->m_anti_roll_k = m_anti_roll_k;
}
void Suspension::displace(double distance)
{
const double last_displacement = m_displacement;
m_displacement = std::min(distance, m_travel);
m_bottomed_out = distance > m_travel;
set_position(get_position());
// The radius points from position () to the hinge.
m_radius = mp_hinge->position() - position();
m_compression_velocity = (m_displacement - last_displacement) / m_time_step;
}
Three_Vector Suspension::get_position() const
{
const auto& hinge_pos = mp_hinge->position();
double z = hinge_pos.z - m_initial_z - m_displacement;
assert(z <= m_radius_magnitude);
double angle = asin(z / m_radius_magnitude);
return hinge_pos - m_initial_radius.rotate(angle * m_hinge_axis);
}
void Suspension::input(const Three_Vector& wheel_force, const Three_Vector& normal)
{
m_wheel_force = wheel_force;
m_normal = rotate_to_parent(normal);
}
void Suspension::torque(double wheel_torque)
{
mp_hinge->input(Three_Vector::Y * -wheel_torque, m_radius);
}
// Calculate the force exerted by the suspension in its current state.
void Suspension::find_forces()
{
double anti_roll_force = m_anti_roll_suspension ?
m_anti_roll_k * (m_displacement - m_anti_roll_suspension->m_displacement) : 0.0;
// Use `m_bounce' for compression, `m_rebound' for decompression.
double damp = (m_compression_velocity > 0.0) ? m_bounce : m_rebound;
if (m_displacement > 0.0)
{
// If the suspension is moving at a speed > m_max_compression_velocity,
// the damper 'locks up' due to turbulence in the fluid. The effect
// is the same as bottoming out.
if (std::abs(m_compression_velocity) > m_max_compression_velocity)
m_bottomed_out = true;
double spring_force = m_spring_constant * m_displacement;
double damp_force = damp * m_compression_velocity;
set_force(rotate_from_parent(m_normal * (spring_force + damp_force + anti_roll_force)));
}
else
reset();
}
void Suspension::propagate(double time)
{
m_time_step = time;
// Start with the static orientation.
set_orientation(m_static_orientation);
rotate(Three_Vector::Z * m_steer_angle);
}
// Undo the last propagation.
void Suspension::rewind()
{}
// Set the steering angle.
void Suspension::steer(double degree_angle)
{
m_steer_angle = deg_to_rad(degree_angle);
}
// Set the camber angle.
void Suspension::camber(double degree_angle)
{
// Undo the current camber setting before applying the new one.
m_static_orientation.rotate(Three_Vector::X * -m_camber);
m_camber = deg_to_rad(degree_angle * m_side == LEFT ? -1.0 : 1.0);
m_static_orientation.rotate(Three_Vector::X * m_camber);
}
void Suspension::caster(double degree_angle)
{
// The caster rotation is in the same direction for both sides.
// Undo the current caster setting before applying the new one.
m_static_orientation.rotate(Three_Vector::Y * -m_caster);
m_caster = -deg_to_rad(degree_angle);
m_static_orientation.rotate(Three_Vector::Y * m_caster);
}
// Set the toe angle.
void Suspension::toe(double degree_angle)
{
// Undo the current toe setting before applying the new one.
m_static_orientation.rotate(Three_Vector::Z * -m_toe);
m_toe = deg_to_rad(degree_angle * m_side == LEFT ? -1.0 : 1.0);
m_static_orientation.rotate(Three_Vector::Z * m_toe);
}
double Suspension::camber_function(double displacement) const
{
return 0.0;
}
double Suspension::current_camber(double normal_y) const
{
return Vamos_Geometry::clip(normal_y, -0.5, 0.5);
}
void Suspension::reset()
{
Particle::reset();
m_displacement = 0.0;
}
void Suspension::set_model(std::string file_name, double scale, const Three_Vector& translation,
const Three_Vector& rotation)
{
auto position = translation;
auto orientation = rotation;
if (m_side == LEFT)
{
// Make the right and left sides symmetric.
position.y *= -1.0;
orientation.x *= -1.0;
orientation.y *= -1.0;
}
auto model = Vamos_Media::Ac3d(file_name, scale, Three_Vector(), orientation);
m_models.emplace_back(Suspension_Model{model.build(), position});
}
void Suspension::draw()
{
for (const auto& model : m_models)
{
glPushMatrix();
glTranslatef(position().x + model.position.x, position().y + model.position.y,
position().z + model.position.z - m_displacement);
double angle = rad_to_deg(std::atan2(-m_displacement, model.position.y));
glRotatef(angle, 1.0, 0.0, 0.0);
glCallList(model.display_list);
glPopMatrix();
}
}